| 1 |  | 
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| 2 |  | 
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| 3 | /* | 
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| 4 |    orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 |    Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 |    This program is free software; you can redistribute it and/or modify | 
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| 9 |    it under the terms of the GNU General Public License as published by | 
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| 10 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 11 |    any later version. | 
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| 12 |  | 
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| 13 |    ### File Specific: | 
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| 14 |    main-programmer: Patrick Boenzli | 
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| 15 |    co-programmer: ... | 
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| 16 | */ | 
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| 17 |  | 
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| 18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOAD | 
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| 19 |  | 
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| 20 | #include "game_loader.h" | 
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| 21 | #include "util/loading/load_param.h" | 
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| 22 |  | 
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| 23 | #include "shell_command.h" | 
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| 24 | #include "campaign.h" | 
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| 25 |  | 
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| 26 | #include "util/loading/resource_manager.h" | 
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| 27 |  | 
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| 28 | #include "event_handler.h" | 
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| 29 |  | 
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| 30 |  | 
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| 31 | namespace OrxShell | 
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| 32 | { | 
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| 33 |  | 
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| 34 |   SHELL_COMMAND(quit, GameLoader, stop) | 
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| 35 |   ->describe("quits the game") | 
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| 36 |   ->setAlias("orxoquit"); | 
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| 37 |  | 
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| 38 |  | 
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| 39 |   GameLoader* GameLoader::singletonRef = NULL; | 
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| 40 |  | 
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| 41 |  | 
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| 42 |   /** | 
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| 43 |    *  simple constructor | 
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| 44 |    */ | 
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| 45 |   GameLoader::GameLoader () | 
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| 46 |   { | 
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| 47 |     this->setClassID(CL_GAME_LOADER, "GameLoader"); | 
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| 48 |     this->setName("GameLoader"); | 
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| 49 |     this->bRun = true; | 
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| 50 |   } | 
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| 51 |  | 
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| 52 |  | 
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| 53 |   /** | 
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| 54 |    *  simple deconstructor | 
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| 55 |    */ | 
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| 56 |   GameLoader::~GameLoader () | 
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| 57 |   { | 
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| 58 |     if( this->currentCampaign) | 
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| 59 |       delete this->currentCampaign; | 
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| 60 |     this->currentCampaign = NULL; | 
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| 61 |   } | 
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| 62 |  | 
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| 63 |  | 
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| 64 |   /** | 
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| 65 |    *  initializes the GameLoader | 
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| 66 |    */ | 
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| 67 |   ErrorMessage GameLoader::init() | 
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| 68 |   { | 
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| 69 |     if(this->currentCampaign != NULL) | 
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| 70 |       this->currentCampaign->init(); | 
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| 71 |  | 
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| 72 |     this->eventHandler = EventHandler::getInstance(); | 
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| 73 |     this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PAUSE); | 
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| 74 |     this->eventHandler->subscribe(this, ES_ALL, EV_MAIN_QUIT);          //< External Quit Event | 
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| 75 |     this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_QUIT); | 
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| 76 |     this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_NEXT_WORLD); | 
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| 77 |     this->eventHandler->subscribe(this, ES_GAME, KeyMapper::PEV_PREVIOUS_WORLD); | 
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| 78 |   } | 
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| 79 |  | 
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| 80 |  | 
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| 81 |   /** | 
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| 82 |    *  reads a campaign definition file into a campaign class | 
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| 83 |    * @param fileName to be loaded | 
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| 84 |    * @returns the loaded campaign | 
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| 85 |    * | 
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| 86 |    * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 87 |    */ | 
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| 88 |   ErrorMessage GameLoader::loadCampaign(const std::string& fileName) | 
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| 89 |   { | 
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| 90 |     ErrorMessage errorCode; | 
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| 91 |     std::string campaignName = ResourceManager::getFullName(fileName); | 
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| 92 |     if (!campaignName.empty()) | 
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| 93 |     { | 
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| 94 |       this->currentCampaign = this->fileToCampaign(campaignName); | 
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| 95 |     } | 
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| 96 |   } | 
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| 97 |  | 
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| 98 |  | 
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| 99 |   /** | 
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| 100 |    *  reads a campaign definition file into a campaign class | 
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| 101 |    * @param fileName to be loaded | 
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| 102 |    * @returns the loaded campaign | 
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| 103 |    * | 
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| 104 |    * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 105 |    */ | 
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| 106 |   ErrorMessage GameLoader::loadNetworkCampaign(const std::string& fileName) | 
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| 107 |   { | 
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| 108 |     ErrorMessage errorCode; | 
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| 109 |     std::string campaignName = ResourceManager::getFullName(fileName); | 
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| 110 |     if (!campaignName.empty()) | 
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| 111 |     { | 
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| 112 |       this->currentCampaign = this->fileToCampaign(campaignName); | 
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| 113 |     } | 
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| 114 |   } | 
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| 115 |  | 
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| 116 |  | 
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| 117 |   /** | 
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| 118 |    *  loads a debug campaign for test purposes only. | 
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| 119 |    * @param campaignID the identifier of the campaign. | 
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| 120 |    * @returns error message if not able to do so. | 
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| 121 |    */ | 
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| 122 |   ErrorMessage GameLoader::loadDebugCampaign(Uint32 campaignID) | 
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| 123 |   { | 
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| 124 |     switch(campaignID) | 
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| 125 |     { | 
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| 126 |         /* | 
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| 127 |            Debug Level 0: Debug level used to test the base frame work. | 
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| 128 |            As you can see, all storyentity data is allocated before game | 
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| 129 |            start. the storyentity will load themselfs shortly before start | 
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| 130 |            through the StoryEntity::init() funtion. | 
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| 131 |         */ | 
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| 132 |       case DEBUG_CAMPAIGN_0: | 
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| 133 |         { | 
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| 134 |           /*        Campaign* debugCampaign = new Campaign(); | 
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| 135 |  | 
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| 136 |                   World* world0 = new World(DEBUG_WORLD_0); | 
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| 137 |                   world0->setNextStoryID(WORLD_ID_1); | 
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| 138 |                   debugCampaign->addEntity(world0, WORLD_ID_0); | 
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| 139 |  | 
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| 140 |                   World* world1 = new World(DEBUG_WORLD_1); | 
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| 141 |                   world1->setNextStoryID(WORLD_ID_2); | 
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| 142 |                   debugCampaign->addEntity(world1, WORLD_ID_1); | 
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| 143 |  | 
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| 144 |                   World* world2 = new World(DEBUG_WORLD_2); | 
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| 145 |                   world2->setNextStoryID(WORLD_ID_GAMEEND); | 
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| 146 |                   debugCampaign->addEntity(world2, WORLD_ID_2); | 
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| 147 |  | 
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| 148 |                   this->currentCampaign = debugCampaign; | 
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| 149 |                   break;*/ | 
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| 150 |         } | 
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| 151 |     } | 
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| 152 |   } | 
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| 153 |  | 
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| 154 |  | 
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| 155 |   /** | 
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| 156 |    *  starts the current entity | 
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| 157 |    * @returns error code if this action has caused a error | 
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| 158 |    */ | 
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| 159 |   ErrorMessage GameLoader::start() | 
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| 160 |   { | 
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| 161 |     if(this->currentCampaign != NULL) | 
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| 162 |     { | 
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| 163 |       this->currentCampaign->start(); | 
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| 164 |     } | 
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| 165 |   } | 
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| 166 |  | 
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| 167 |  | 
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| 168 |   /** | 
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| 169 |    *  stops the current entity | 
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| 170 |    * @returns error code if this action has caused a error | 
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| 171 |    * | 
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| 172 |    *  ATTENTION: this function shouldn't call other functions, or if so, they must return | 
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| 173 |    *  after finishing. If you ignore or forget to do so, the current entity is not able to | 
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| 174 |    *  terminate and it will run in the background or the ressources can't be freed or even | 
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| 175 |    *  worse: are freed and the program will end in a segmentation fault! | 
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| 176 |    *  hehehe, have ya seen it... :) | 
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| 177 |    */ | 
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| 178 |   void GameLoader::stop() | 
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| 179 |   { | 
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| 180 |     if(this->currentCampaign != NULL) | 
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| 181 |       this->currentCampaign->stop(); | 
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| 182 |   } | 
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| 183 |  | 
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| 184 |  | 
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| 185 |   /** | 
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| 186 |    *  pause the current entity | 
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| 187 |    * @returns error code if this action has caused a error | 
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| 188 |    * | 
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| 189 |    * this pauses the current entity or passes this call forth to the running entity. | 
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| 190 |    */ | 
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| 191 |   ErrorMessage GameLoader::pause() | 
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| 192 |   { | 
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| 193 |     this->isPaused = true; | 
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| 194 |     if(this->currentCampaign != NULL) | 
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| 195 |       this->currentCampaign->pause(); | 
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| 196 |   } | 
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| 197 |  | 
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| 198 |  | 
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| 199 |   /** | 
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| 200 |    *  resumes a pause | 
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| 201 |    * @returns error code if this action has caused a error | 
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| 202 |    * | 
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| 203 |    *  this resumess the current entity or passes this call forth to the running entity. | 
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| 204 |    */ | 
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| 205 |   ErrorMessage GameLoader::resume() | 
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| 206 |   { | 
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| 207 |     this->isPaused = false; | 
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| 208 |     if(this->currentCampaign != NULL) | 
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| 209 |       this->currentCampaign->resume(); | 
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| 210 |   } | 
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| 211 |  | 
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| 212 |  | 
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| 213 |   /** | 
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| 214 |    *  reads a campaign definition file into a campaign class | 
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| 215 |    * @param fileName to be loaded | 
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| 216 |    * @returns the loaded campaign | 
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| 217 |    * | 
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| 218 |    * this will interprete the map/campaign files and recursivly load a tree of worlds/campaigns | 
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| 219 |    */ | 
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| 220 |   Campaign* GameLoader::fileToCampaign(const std::string& fileName) | 
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| 221 |   { | 
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| 222 |     /* do not entirely load the campaign. just the current world | 
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| 223 |        before start of each world, it has to be initialized so it | 
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| 224 |        can load everything it needs into memory then. | 
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| 225 |     */ | 
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| 226 |  | 
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| 227 |     if( fileName.empty()) | 
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| 228 |     { | 
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| 229 |       PRINTF(2)("No filename specified for loading"); | 
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| 230 |       return NULL; | 
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| 231 |     } | 
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| 232 |  | 
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| 233 |     TiXmlDocument XMLDoc(fileName); | 
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| 234 |     // load the campaign document | 
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| 235 |     if( !XMLDoc.LoadFile(fileName)) | 
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| 236 |     { | 
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| 237 |       // report an error | 
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| 238 |       PRINTF(1)("Could not load XML File %s: %s @ %d:%d\n", fileName.c_str(), XMLDoc.ErrorDesc(), XMLDoc.ErrorRow(), XMLDoc.ErrorCol()); | 
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| 239 |       return NULL; | 
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| 240 |     } | 
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| 241 |  | 
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| 242 |     // check basic validity | 
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| 243 |     TiXmlElement* root = XMLDoc.RootElement(); | 
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| 244 |     assert( root != NULL); | 
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| 245 |  | 
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| 246 |     if( strcmp( root->Value(), "Campaign")) | 
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| 247 |     { | 
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| 248 |       // report an error | 
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| 249 |       PRINTF(2)("Specified XML File is not an orxonox campaign file (Campaign element missing)\n"); | 
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| 250 |       return NULL; | 
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| 251 |     } | 
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| 252 |  | 
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| 253 |     // construct campaign | 
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| 254 |     return new Campaign( root); | 
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| 255 |   } | 
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| 256 |  | 
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| 257 |  | 
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| 258 |  | 
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| 259 |   /** | 
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| 260 |    *  handle keyboard commands | 
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| 261 |    * @param event the event to handle | 
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| 262 |    */ | 
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| 263 |   void GameLoader::process(const Event& event) | 
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| 264 |   { | 
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| 265 |     if( event.type == KeyMapper::PEV_NEXT_WORLD) | 
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| 266 |     { | 
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| 267 |       if( likely(event.bPressed)) | 
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| 268 |       { | 
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| 269 |         this->switchToNextLevel(); | 
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| 270 |       } | 
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| 271 |     } | 
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| 272 |     else if( event.type == KeyMapper::PEV_PAUSE) | 
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| 273 |     { | 
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| 274 |       if( likely(event.bPressed)) | 
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| 275 |       { | 
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| 276 |         if(this->isPaused) | 
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| 277 |           this->resume(); | 
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| 278 |         else | 
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| 279 |           this->pause(); | 
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| 280 |       } | 
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| 281 |     } | 
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| 282 |     else if( event.type == KeyMapper::PEV_QUIT) | 
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| 283 |     { | 
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| 284 |       if( event.bPressed) this->stop(); | 
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| 285 |     } | 
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| 286 |     else if (event.type == EV_MAIN_QUIT) | 
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| 287 |       this->stop(); | 
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| 288 |   } | 
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| 289 |  | 
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| 290 |  | 
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| 291 |   /** | 
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| 292 |    *  this changes to the next level | 
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| 293 |    */ | 
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| 294 |   void GameLoader::switchToNextLevel() | 
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| 295 |   { | 
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| 296 |     if(this->currentCampaign != NULL) | 
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| 297 |       this->currentCampaign->switchToNextLevel(); | 
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| 298 |   } | 
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| 299 |  | 
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| 300 | } | 
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